The Source Developers Club is an international game developer association for game developers using Valve's Source Engine. This is community where anyone from the game industry including professionals, indies, modders, and even gamers alike can share ideas and provide support for each other. Also, interviews and shows with developers from the various mods and games are provided free of charge for entertainment and learning. This group is open and welcome for anyone to join.

Post tutorial Report RSS Setting up a mod with the Source SDK 2013

Just follow through these two videos, and you will have a mod that you are able to add custom code into. Since The new 2013 version of the SDK just recently was released, I decided I wanted to update the community, in videoformat, just as last time, on how to set up a source mod for coding.

Posted by on - Basic Starting a mod

Part 1 - Downloads:

Part 2 - Setting up for debugging:

Hope these videos helped you along the way.
If you run in to any errors, contact me @ youtube or stektpotet

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Setting up a Mod Normally:

If anyone wants to use custom stuff with their mods, create a folder called custom inside Half-life 2/hl2 and/or inside the ep2 and episodic folder. Never simply put models/materials/sounds inside the custom folder, you must make your own folder inside there first!

For example: ep2/custom/my_custom_folder

Then just open up a sourcemod's gameinfo.txt and add this:

game+mod ep2/custom/*
game+mod episodic/custom/*
game+mod hl2/custom/*

Make sure it goes before any other game+mod or game_lv listed there, in order to make sure that the custom stuff loads first, otherwise standard hl2, ep1 and ep2 valve stuff will end up being used.
It will load all the custom content in all your custom folders. If you don't wish for all of it to be used then you can simply replace the asterix with the actual name of the folder you want used inside the custom folders.

For example: game+mod ep2/custom/freddymercurys_custom_stuff

Please note that this functions in the same way the hl1 system worked. So that if a mod has its own custom content, than that will be used instead of your custom version. So if a mod has its own pistol model, if you want your custom pistol to be loaded you'll have to manually delete the files in the mods folder that you don't like.
Eg Personally I delete skill.cfg in a mods cfg folder so that I can keep my difficulty modification working.


Post comment Comments
sliznut
sliznut - - 1 comments

Thanks for the vids. I was able to get my mod setup using these.

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Liamv3God
Liamv3God - - 1 comments

What game is this for ?

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GamerDude27
GamerDude27 - - 946 comments

YOU CAN'T BE SERIOUS!

What did you think it was for?

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Boonie
Boonie - - 162 comments

Half-Life 2. A new SDK for it was released.

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ngbeslhang
ngbeslhang - - 10 comments

Um... Techinally... I mean this is exactly NOT a game but a game engine.

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xtmgmr
xtmgmr - - 102 comments

Its for half life 2

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Thall33
Thall33 - - 94 comments

Tutorial already outdated. Some settings are different now, and the code is more simplified. once you wrap your head around it, its pretty sweet. Looking forward to Source2 more, should be insanely easier to use.

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xtmgmr
xtmgmr - - 102 comments

Do you know where can I find a new tutorial?

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RykahKnight
RykahKnight - - 146 comments

yes, please tell us if you find an updated one!
I really want to code source mods!

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Guest
Guest - - 689,400 comments

can the mod run without having a source game installed?

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puledro94
puledro94 - - 9 comments

yes, you can

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FaithNoMango
FaithNoMango - - 1 comments

Thanks for the tutorial

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NightMareMeScream
NightMareMeScream - - 15 comments

C00L TuToRiaL....I like those videos..keep up the good work

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Purple_Steve
Purple_Steve - - 2 comments

Anyone who needs help just use microsoft vs2013 and download this version of sourcesdk2013
Github.com

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FRICCABEAN
FRICCABEAN - - 5 comments

it says im missing crashhandler.pdb?

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